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Implement setFullScreen() for Screens #48

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samdeane opened this issue Sep 3, 2022 · 2 comments
Open

Implement setFullScreen() for Screens #48

samdeane opened this issue Sep 3, 2022 · 2 comments
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enhancement New feature or request NQ-COMMENTED This issue or pull request already exists

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@samdeane
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samdeane commented Sep 3, 2022

The new rendering API is funky. I'd love to use it to make consoles that you could use in an immersive way.

It would be great to have some sort of setFullscreen method on screen which aligned the camera directly in front of the screen and made it fill (or mostly fill) the user's view. It would also lock movement and free mouse and keyboard input.

@Archaegeo Archaegeo added the enhancement New feature or request label Sep 4, 2022
@NQ-Ligo
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NQ-Ligo commented Sep 5, 2022

A camera control ? That's a sensitive thing.

This should be first a non-Lua feature, before being able to add it on Lua. But could be something really nice (it will require the loacl Lua authorization for that anyway).

I like the idea anyway

@Archaegeo Archaegeo added the NQ-COMMENTED This issue or pull request already exists label Sep 5, 2022
@samdeane
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samdeane commented Sep 5, 2022

Yes, I think you’d have to explicitly interact with the screen in question; much the way you do with things like the market consoles.

In effect that’s the experience I’m looking to be able to reproduce - a console of some sort that you can focus on so that you don’t have to suffer your viewpoint wavering around.

I guess it could be completely non-lua, and just a checkbox on the screen “Can fullscreen” - which would unlock some game UI.

As a bonus: being “fullscreened” on a screen would allow the game to feed it keypress events, which would allow us to implement proper text input on a screen.

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